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When I get knocked down, I get up again!
Submitted
CarsonFlintlock
, Apr 22 2014 12:12 PM | Last updated Apr 23 2014 02:16 AM
Rebel Alliance Smugglers and Spies Combo Experimental
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Order by: Objective Set Type Total Objective Sets: 0 |
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Try to take advantage of the units, events and pods that refresh your main units for either a unit being sacrificed or returned to your hand. | |||||||||||
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Star Wars and all associated elements are © 2012 Lucasfilm Ltd. & TM. All rights reserved. Fantasy Flight Games, Fantasy Flight Supply, and the FFG logo are trademarks of Fantasy Flight Publishing, Inc.
16 Comments
Hit and Run could be useful...
2x Commando Operations (much needed black objective damage and resources)
2x Undercover Dealings
2x Evacuation Procedure
2x Forward Reconnaissance
1x Decoy at Dantooine
1x Fleeing the Empire
Thanks
Thanks
Yes, returning a card to hand also counts as "leaving play".
I have a deck that is very, very, similar to this. The only difference was that I put in 2x Gamor Run instead of Fleeing the Empire and Decoy at Dantooine. It seems counter intuitive at first, but it gives you a way of holding the force in a deck that would otherwise be very weak at that. Not only that, but look at the amount of 1 cost characters in this deck and tell me you wouldn't mind cycling them out of your discard! Lastly, even if you don't hold the force, Hired Hands can refresh and/or heal Bright Hope to give you a full health blocker at the end of your turn.
That's a great point. I like it. Hopefully I can get that force pack before the next time I play.
I tried the deck out with Commando Operations, but it just didn't seem to synergize with the theme of bouncing units back to my hand well. (maybe I will revisit this pod when I can get my hands on the Gamor Run pod.) Then I tried having 2 Behind Enemy Lines, but it seemed like the only card that worked well was Infiltration. So I decided to look back at some older pods and I settled on Draw Their Fire.
Akbar works great with the cards of Fall Back, A New Hope and Tactical Retreat.
So the new configuration is:
2x Draw Their Fire
2x Decoy at Dantooine
2x Undercover Dealings
2x Evacuation Procedure
2x Forward Reconnaissance
I don't know why I didn't listen to you earlier...my bad.
New deck configuration, and now the Falcon is here:
2x Decoy at Dantooine
2x Evacuation Procedure
2x Forward Reconnaissance
2x Asteroid Sanctuary
2x Along the Gamor Run
I loved the 4x Shadow Operatives, but the fact that their damage was edge enabled, and at only 1 health, and the Smuggler affiliation, I dropped the pod for Along the Gamor Run. Hired Hands only draw back is their Forced Reaction, but even that plays well here:
The Falcon... How do I love thee? Let me count the ways...nah, everyone knows why it's awesome.
Fun (and useful) tactic that I've been using is to attack with a lot of cheapies, and then using A New Hope to return them to my hand and trigger Forward Reconnaissance to destroy an enemy defender or 2.
A random thought just popped into my head for a variation of this deck:
2x Forward Recon
2x Evacuation Procedure
2x Undercover Dealings
2x Wookiee Life Debt
2x Draw Their Fire
The idea is to mess with your opponent's combat math as much as humanly possible. I won't go into why the first 3 pods are good together, since that's already been covered in this thread. The last two pods may seem a bit odd at first, but let's go through them.
Wookiee Life Debt - Gives Wookies Protect Character, which protects fragile units like Jan Ors and Han Solo. Sure, you might want Han to leave play, but you'd rather that he leaves play on your terms. Stopping Force Choke + Vader from one-shotting Jan is also incredibly useful.
Chewie: An amazing unit no matter how you look at him. 3 cost for a 3 health unit that can protect your characters AND wreck other units in engagements AND 2 blast icons? What more do I have to say? Well, actually, one of the problems with Chewie is that he usually dies after a while. Sure, he might trade 2-for-1, which makes him great, but inevitably he dies. Well, how about bouncing him back with Jan when he's got 1 health left? Worth a thought.
Wookiee Warrior: 3 Health, potential to protect, potentially 2 unit damage and 1 blast damage at 2 cost makes for an excellent all around unit. The black blast is particularly useful in a deck with not much blast going around. He's tougher, cheaper and more reliable than the Rebel Commando in Commando Operations, which makes him a solid choice.
Let the Wookiee Win: A great card for messing with combat math in general. Doubly useful with Chewie. Still useful with the likes of Intel Operative and Forward Recon since you can strike with the operative, then use Let the Wookiee Win to kill him, drawing a card and doing one more damage. I can only imagine the look on someone's face when they lose Palpatine to this trick.
Heat of Battle: More messing with combat math. Excellent.
Draw Their Fire - Nothing special about the objective itself, except that it provides 2 resources, which can be quite useful.
Admiral Ackbar - You'll be the one setting your opponent up for a trap. Splash him down in combat to deal 1 damage to each defender, potentially 2 tactics icons, and then return him to your hand with Jan for another go. Seriously messes with your opponent's combat math.
X-Wing Escort - Bounce this back to your hand with Jan to force your opponent to sac a vehicle, then do it again next turn. Edge fodder against Sith decks, hilarious against Navy Walkers or Navy Capital Ships.
X-Wing - Highly cost efficient and brings a blast icon to the table for 1. Not stellar, but can't complain.
Fleet Command Center - Resources are always solid, Shielding is also a very good deal for Jan or even Chewie (remember that you can choose to not use a shield, which allows you to let enough damage through to Chewie to kill enemy units but not die until you can bounce him).
Heroic Sacrifice - Anything that lets you make one of your units leave play at action speed is good. Taking down an enemy Vehicle with it is even better. Excellent synergy with X-Wing Escort. Optimal synergy would be to sac an X-Wing escort, kill an AT-AT (or similar) and then refresh/heal Bright Hope.
So, what do you think? I know this deck will be headache inducing for my opponents, but not sure if it'll work for me!
I had experimented with most of these pods in some manner or another...except Wookie Life Debt. This deck is chock full of low health characters, it only makes sense that they need protectors.
I like it, and I think it could work.
Chewie is an excellent candidate for the Hold-Out Blaster (which honestly never really worked for me in the old deck configuration as only the Shadow Ops could use it)
The Akbar loop is hilarious to preform ( and if you have a Tactical retreat or two...well then...)
If there is an Evac Procedure in play then a unit (preferably the Intel Operative, or maybe Toryn Farr) can be sacrificed (a card drawn, Bright Hope repaired/refreshed) and Fleet Command Center gets all three 3 Focus Token removed. Brilliant.
I think I have an unhealthy obsession with Decoy at Dantooine (mostly because it never gets used much), and I think it's only because of how well A New Hope fits in with this deck. That being said, I think it's ONLY because of A New Hope that DaD is here. Granted, Tactical Retreat doesn't force your opponent to return his units, but it does only cost 1 and it is more flexible then ANH.
I think that this suggested deck will be the version that I test out tomorrow.